具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖3 |& l7 @& B+ p7 @# j
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大量更新,详见列表:3 J. ~$ _6 J' q
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) U3 u. U% L( ?3 sChange History:7 |* ] z8 r" w2 a( H8 P) {5 |
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
+ x/ v# a2 e/ b* b- Z; ~1. Seventh Update – This release is a comprehensive release updating all previous/ T/ b, T6 T Z
versions to v1.01.17 beta
8 l9 S# m o2 Y; G2 U7 T: U- [' y2. Code Changes
! H$ r5 t" `5 P2 E, ]8 j4 _- ~" d0 ^2 BFixed* E1 q, B. U6 A$ \ y
1. Display of AF/Port icon between player saves based on player's intel8 \. S; J: M& w0 o l) i
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
8 I' Z4 F7 [* z9 L* O, Z/ }9 Gweapon list updated
x( e. m$ ^6 l' x5 ?* o3. Reported cargo/troop safety values incorrect when no cargo/troop space
/ [+ U/ a, d7 q; B/ k& i4. Allow smaller 'reserve' space for small groups on ships
2 k' f" n" H5 K) X O0 ~$ F5. Preserve some more data when swapping fragment and parent to prevent lost of parent
4 o( k2 D7 L/ v5 A) m1 N) U" ?6. Correct attacking plane count before final post-air combat0 v0 ?" P! @4 \' E, ~
7. Pilot promotion may have occured in error sometimes( v/ `- }( n3 E+ h0 Y$ z
8. Raid detect message sometimes dropped of the combat report1 T9 O7 T) n; t1 g) I
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ C% U- h+ U& }4 @' ~6 p: F4 ngenerally
1 o4 Q: |' s" Q r8 J10. Some pilot-leader connections were being corrupted
+ V" }& I$ e% f& ?) [/ |' Z11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 g* w! i5 X7 `" p T/ o. k
other move issues due to the incorrect indicator# Y8 `9 h7 `" ?5 P4 {$ V% E5 E
12. Wrong ship sometimes reported in Ops report for TF movement which causes some I" V1 B I2 x6 H* L
damage
j) F- p8 H$ _8 z" l* B$ j13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
6 J- M) f& @4 r! g% V4 u9 j14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 K0 g0 B) K3 jdate sort9 ~3 U7 Y# ^4 W0 V8 b, c
15. ASW groups not allowed to attack sometimes2 T- D$ `6 L2 \1 d& l3 {, Y
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
T7 j3 V; @9 v2 ?8 UHQ/LCU to jump to reinforcement queue
% T/ Z7 J6 w* j17. Bug in bomber intercept if too many rounds of fighter v fighter combat9 h- J v, b4 a3 w6 g, y
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% @4 K9 L. C; V; V, O
at start of AE but crept back in sometime during updates" a& O* J" T, o+ X
19. Removed the fragment/parent swap during a TF unload as it could often orphan the; L# Z+ { A$ y- E% @4 o
fragment.
: P9 ^7 t9 s# r" X# n8 ?2 B. Q9 J1 W20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
. `. n' D( s, ~' J9 ?* y3 U* h6 N9 I( f21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not! i8 ]1 S2 @2 E) c. T
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full" y: Y9 {1 k1 l. s% N B; |
set3 R- \! r$ }4 [2 p0 G# {
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
, h( S) _4 h- D# k& \, U23. Enabled 'z' to speed up all animations; was commented out in a few animation replays- B8 Y) Z F+ N2 c
24. Bug caused F/FB to sometimes bomb at low altitude* i: {/ Z0 x9 _. ]9 k% y
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not& G: s1 F& G4 m# n0 F( B& k
occurring properly.
' {9 g% C9 g. ]" d26. Bug in Industry 'failed' indication not showing properly sometimes( `8 A, t/ g3 a, j9 m8 y* C
27. Location check at scenario load to include small map sceanrios
* K0 c8 W* S2 b; H$ Q28. Bug in air supply to fragments in a non-friendly base hex
: s* c# _: K( U+ }' [+ W29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, ]* t) p- w+ T+ b2 }
being set to homebase before execution of the mission – ie was returning to base1 A# j3 E& R% S
immediately
. r2 j; E4 ]& w0 C( { p30. Error in Strategic map display. |9 b* H' v( d; A
31. Additional and stockpile options were not turned off when base was captured
% O" f) N. P2 y3 K* I4 w32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on; F- O9 x( L" S' ?8 M, T
mouse over
" M: b5 {$ L4 x i! p33. Army experience being gained when not 100% prepared as per manual; changed to allow
$ @" H" f: [0 q- }3 | a {3 _6 lchance to gain experience if >75% prepare and < 50% national exp level
3 `$ e( G6 {% U B1 A34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to$ J7 ?0 |2 G: [/ F5 L5 Y
alleviate the incorrect experience gaining happening while in reinforcement queue
, A, m) I- y5 a! `" v35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
/ G1 k, _& {9 ]0 m1 a2 _" \, ycaused unit to jump “off-rail” and move overland
7 |& P- N0 q' Z9 s8 x+ d& g36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ' R' n& J( T3 l* C* q
37. Excessive accident messages on unload from TF reported/ T/ k {0 `4 g
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
! q. @- g. Q* m0 amerged causing smaller size unit than expected
9 N& @4 j. m G! i* A39. Corrected possible TOE error in scenario data load for inactive units
/ E X( H5 R0 \40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can8 b( p& L: D, D9 K% w
however be allowed to do this.
. F7 x5 A0 F2 ^6 T& z! \3 r41. Possible CTD if sinking ship's load was a group0 f1 M. \1 p4 I
42. Limit the number of devices built from resources per unit during LCU replacements; this
1 `% p% S9 N' Q. Fwas causing an over production for that turn
# l. w1 D. `0 |43. Retain day/night setting when creating group fragments, T4 _5 T& S0 I `
44. Adjusted supply and fuel values in base list not to overrun the space [: d3 ~; r1 n( i o/ M
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
7 s- T6 L9 \9 badded YMS to Sweep TF in line with manual and code
9 e# n* k8 b4 F. F% D46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
0 h& O+ y- h" _4 i. |5 j; z2 K; {rule relates to the abundance of manpower and is not covered by replacement pool. Normal
4 t& i) J; X3 v! G/ Rrebuilding of destroyed units is not affected by this., Y6 M+ ^) N9 Z
47. Carrier capable and trained text not showing together on Group screen y) ~# N+ A6 G* O# b
48. Handle any blank re-name changes by ignoring them
/ p0 }+ S+ x. J: K% [* g49. Possible CTD when air fragments combine4 D+ h" P" Q& z {$ D6 A3 o
50. Unloading TF can freeze a LCU onto a ship under some conditions
6 q+ x' p' A( D. Z2 z0 r* F51. AI not behaving if main HQs missing (affects small map mainly)+ H$ c1 `$ i( [$ w
52. AI using AGC for normal land units – removed from TF if not needed6 z; B: a7 |! b- P- _& w
53. Soviet activation message not in Ops report
4 f/ c, E% A p( r' | Q54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ f6 Y2 v- i' b' o; ]
55. Clear Soviet air balance if not activated. Possible incorrect base switching
+ k* z& T8 g# @ M6 C56. Sub attack against docked TF not happening for port size <35 @& i2 @9 O9 d+ h7 O" P: u
57. Unit type changing unexpectantly
8 ?# J* {) M- q& B" h58. Torpedo replacement on plane sometimes is missed: y( D, r0 L- X9 r
59. Double handling of overstacked supply requirements( d! }3 k5 `: _: b2 C* ` k
60. Fixed alternate weapons for port attacks
; L0 j6 p! z" H! b/ T( C! w61. Corrected weapon system damage to show after combat on ships in port rather than wait till
8 ^8 o; j O; a) I. M3 {4 Tsometimer in the ship repair cycle." l! G# g+ @ Q/ Z) A* T, T8 F- ]$ D
62. Ship tonnage over 32K could cause repairs to fail2 d4 _( ]! M0 F' M. `: D
New. d, r0 J* r# O$ A" e# l2 v0 ^: w5 t
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the: v+ m6 p# L* s* O
port: D6 D2 s$ ]- q; R& ]( n$ o g
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
. c% Q, z/ c- I4 l) x) cTenders not counted8 r0 L% g* x9 p/ O5 W& O7 `
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
, U9 `1 j7 M5 l* _, D! V k4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
0 L+ l3 H: [, h" T! Eto remove damaged ships from TF
6 }) y' [4 m5 L5. New filter for “non-building” devices in Industry pool screen2 G% a: \" ]5 q6 @
6. New filter for “non-building” aircraft in Air Replacement pool screen
4 L0 }; s/ q+ y3 _3 J7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy+ @+ x+ m# e: G+ o
mines (^) detected
1 |9 \; i0 W4 r" C7 M2 w9 K6 Y8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
! S# u" t6 F: l/ c5 R2 ]‘button6..’ image files, then these will be shown. If not, by default there are shown as% }& Z( z8 b0 z
standard parachute unit icons0 C2 s0 i0 n* V- G4 f
9. Air/port damage and building is shown in base mouse over" _' k2 T' n: }7 s, J, ~
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
8 K4 E' j' b0 \; a9 g11. TF can be routed to stay within coastal hexes as much as possible
) z& B3 t+ B7 i# c# T E12. On Top Pilot screen show the 'ace' cut-off value if more than 1
" I! g* Z: a) ?8 x, v/ F13. Added option on group and LCU reinforcement screen to turn off replacements2 j3 {( Y* I' D4 t+ B ^: x
14. Current base can get supply returned to it when reserve planes returned which were/ z# S# k$ }' T( k; T* l9 Z! f
originally supplied from another base
5 o% x$ p3 X n. c: u y15. Unit type filter on Troop Loading screen
1 E/ d8 \1 M2 g7 w16. Report killed ground units if not in combat report/ h. V' N- j# o7 Z9 {' f0 u
Changed! l# @! [# ?5 }- g( x* \! q; {
1. AF of 8+ have AV support doubled for purposes of determing support for air operations+ F; ?! h% r# w& i' S! B6 j# t
(complements fix 18 above)5 K) _% H% a5 w! j7 ~
2. Permanently increased pilot array to 70K
% A. l" k4 M- n; m7 o9 G8 e! [3 C3. Increased number of air combat rounds are a factor of total aircraft involved$ V: ]2 j0 ?- A7 m5 a
4. Allowed submap to submap movement if land connected for land units. Should have been4 o7 c7 P. Z6 |+ y# a) h
so as per Andrew Brown* x# b8 s ?* ~
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
; b7 u$ l- Y+ G5 ?delay toggle instead
" i& L: f2 o3 K5 n, V3 J% f( W6. Aircraft being grounded for maintenance factors in durability also. This will spread out the6 h9 T% W% Z* @1 \$ [& e
maintenace a bit more% @1 k8 |+ ]+ J! d. |0 _# v
7. Support device replacements won't decrease the overall experience of LCU units. This does- A# D, P# i1 p [) \9 p- ~9 h
not alter the overall EXP change due when any replacements are received.1 ?% I* T# f% c3 w
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction6 s5 K! F6 n6 N+ f8 H0 Y
between the two but could break current games.' b$ P# j6 \# z9 D; J
9. Some LCU Prep points may be retained if unit is experienced# X7 Z# C+ _. `5 G: n% N
Notes# C9 f4 n+ ~, H7 x2 f1 @; G; N
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
0 r- P' ~; B2 d8 J, ~should not change player or HQ, even if not in play. These original HQs are used by the AI
: C$ a$ H; X7 g% {* ]routines so changing or deleting them can put the AI off. Changing other elements should8 `# B3 x' ]; W2 Y' \; w8 ^ x1 C
be okay.
1 I6 l) C; D# g! J0 T% O: u, J2. Clarification to weapon filters for aircraft:
+ W7 y1 e) g: M% u& hPM_NAVAL_ATTACK 2 // used for naval attacks" M( G1 a5 Q0 r f0 J8 J# X
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
3 ]7 Z4 i5 J' Q- O( D9 h% V5 V8 EPM_LAND_ATTACK 8 // used for land (ground) attack
! o8 e2 X& i0 ~" Z8 VPM_PORT_ATTACK 16 // used for port attack" G8 p7 r. C. N% j3 d6 v7 Z
PM_AF_ATTACK 32 // used for AF attack
7 Y6 G. ~( ~5 g2 `Dropped any reference to secondary values for land and AF as they served no special use.
2 C% `9 u( ]$ ]4 e2 `Clarification changes
: _' ]; z# K8 P; V* J$ q1. Some clarification and changes in regard to use of the Soviet Motherland bases. These5 t: Y9 b! F6 o
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),# Q) _, Y6 j1 ^% P; J' B) z: O; R" {
MONGOLIA(91) or TANNU_TUVA(92).
+ l2 E' w. z9 Z. ?, v3 a! r1 u0 S4 Ha. Allied non-Soviet groups can't transfer to Soviet Motherland bases
1 r1 d, F: i4 c3 h1 C- i# o% _b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes" j! O3 d( H6 X2 d- N
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases/ U2 d9 K2 @2 b& v" u
after Soviets are activated, but can’t move
8 ~3 t) K* ? J; N. Kd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if3 o# {7 f+ _+ k0 u
disbanded in port.
* X6 Z2 L4 P( ?1 W' Z3 We. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
4 k! F3 r2 B+ [. q5 E3 L: Bf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |